[AVTR]
Isle of Kickaspenwood
well, lets hope that anet checks this post and i able to maybe fix a few of these bug with the next patch. ileap,iwarden and phantasmal haste are some of the big ones id like to see fixed soon.
2 new things I remembered today:
Both underwater phantasm skills can be activated without a target, causing the skill to go on cooldown while doing nothing.
PLZ FIX ANET. Mesmer would be my main if it wasn’t broken. =’(
temporal curtain swiftness and illusionary leap are what tickle me the most thought.
Aaaaaaaand a bump.
Aaaaaand another :-)
Pyroatheist, Xaylin, could you please sum your findings up and remove my stacks of confusion regarding #19 (IC) and #20 (MS)? What is the best thing to write there at the moment – what parts of skill with which traits are still broken, which are not, are all tooltips correct now? ^^
I believe the Phantasmal Disenchanter is not counting correctly for “daily condition remover”
It is not counting per condition removed even though he is removing conditions…
Well, technically it’s not you who is removing conditions… But probably the same happens with sylvari elite spirit. I’m not sure if it’s really worth including in the buglist, but still worth to know, thanks.
I’ve noticed that the phantasms don’t give credit for the weapon master achievements, small but silly.
And same here:) What is the exact scenario? In case you spawn a phantasm but do not do any damage to the target?
GS 1 not hitting is most likely caused by slopes and heigth differences. For example, it doesn’t work in the dredge fractal when destroying the turrets. It should definitely be added to the bug list but probably is no Mesmer-only problem.
Already in the list (#24). Expanded that bit now.
And yeah, I doubt that bumps without any useful info would be tolerated by mods for a long time (a similar necro thread got partially wiped for that reason by a mod not that long ago).
You can remove the one about confusing combatants, that was ninjafixed.
Halting Strike bug?
All though this works in our favor and all though I have never ever had this happen to me:
Take a look at this
I would guess the bug is related to a particular Elementalist spell and Halting Strike.
Regardless: fun to watch, not working as intended and a perfect opportunity to bump this topic right back to top of the list where it belongs.
(edited by Reesha.7901)
Halting Strike bug?
All though this works in our favor and all though I have never ever had this happen to me:
Take a look at thisI would guess the bug is related to a particular Elementalist spell and Halting Strike.
Regardless: fun to watch, not working as intended and a perfect opportunity to bump this topic right back to top of the list where it belongs.
I think I see what it is. I’ll test it out in just a minute.
Yep, nailed it. Basically it’s some sort of odd interaction between shocking aura and mirror of anguish. When you interrupt the ele with the mirror of anguish proc that procced due to a shocking aura stun, it somehow tricks your interrupt traits into thinking they need to go crazy. I’ve gotten it to proc up to 8 times at once in my short amount of testing.
Edit: Just got 9 times.
ninja buff to mirror of anguish? Nice.
Yep, nailed it. Basically it’s some sort of odd interaction between shocking aura and mirror of anguish. When you interrupt the ele with the mirror of anguish proc that procced due to a shocking aura stun, it somehow tricks your interrupt traits into thinking they need to go crazy. I’ve gotten it to proc up to 8 times at once in my short amount of testing.
Edit: Just got 9 times.
Ouch….. But very nice detective work.
oh i dueled one of my guildies today and i ws surprised when he was down all of the sudden. full health and then nothing….also was a d/d ele.
On a side note, here are some good news for mesmers from other threads:
And, of course, there’s more non-performance/optimization related improvements well on the way that’ll increase the general experience and responsiveness of combat. An example would be Mesmer Illusions/Clones/Phantasms that unreliably attack their target – Warden, I’ve got my eye on you!
Mesmers are getting some nice stuff.
Stay tuned.
- Added #26 (Halting Strike/Mirror of Anguish)
Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.
- Added #26 (Halting Strike/Mirror of Anguish)
Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.
Changed. So that also means all other on-interrupt mesmer traits trigger multiple times as well.
Edit: Just got 9 times.
I just realized Caed got 12 Halting Strike hits the second time. That poor ele.
- Added #26 (Halting Strike/Mirror of Anguish)
Just a note. It’s not a bug with halting strike. Halting strike and the other interrupt traits are basically just doing what they’re told to do. The bug is with the interaction between Mirror of Anguish and Shocking Aura.
Changed. So that also means all other on-interrupt mesmer traits trigger multiple times as well.
That’s correct. I was pulling 25 might instantly from bountiful.
I wonder if other cc’s might trigger it. MoA isn’t a typically chosen trait so I could see why it wouldn’t be as noticed.
FWIW, here are my findings following the patch today:
Base Recharge is 10s
No CD traits taken
Only Malicious Sorcery taken
Only Illusionist’s Celerity taken
Malicious Sorcery and Illusionist’s Celerity taken
Anyone please feel free to validate. That 9s thing is odd, but pretty sure that’s what it is.
EDIT: Added BUG to the MS and IC Tooltip item.
(edited by skcamow.3527)
I just tested right now. I’ll quote you and put in my notes.
FWIW, here are my findings following the patch today:
Base Recharge is 10s
No CD traits taken
- Illusionary Counter untriggered: 10s
- Illusionary Counter triggered: 10s
- Counterspell: 10s
- Tootip: 10s
This is accurate. It is also accordingly accurate for the sword block.
Only Malicious Sorcery taken
- Illusionary Counter untriggered: 8s
- Illusionary Counter triggered: 10s (BUG)
- Counterspell: 8s
- Tooltip: 8s
This is accurate. For the sword block, it triggers for the correct cooldown.
Only Illusionist’s Celerity taken
- Illusionary Counter untriggered: 8s
- Illusionary Counter triggered: 9s (BUG)
- Counterspell: 8s
- Tootip: 8s
Again, accurate for counter, but the sword block has the proper cooldowns.
Malicious Sorcery and Illusionist’s Celerity taken
- Illusionary Counter untriggered: 6s
- Illusionary Counter triggered: 9s (BUG)
- Counterspell: 6s
- Tootip: 8s
This is accurate. For the sword block, the tooltip is bugged, but all the cooldowns are proper.
Anyone please feel free to validate. That 9s thing is odd, but pretty sure that’s what it is.
Anet step on it- fix these please.
That’s correct. I was pulling 25 might instantly from bountiful.
I’d say that stacking Immobilize with CI is more fun. But what’s the point when the Ele kills himself trough Haltring Strike anyway.
Not sure if I am just paying more attention to Sword 3 (Illusionary Leap) failing lately or if something has changed….
When skill works, cast time is quick 3/4 second like it states…
When skil fails, cast time is almost 2 seconds….
I believe they attempted to “fix” this but made it worse…
Also, I was carrying the hammer in cliffside fractal yesterday, and Illusionary Defender actually spawned while holding a bundle… I tried the other utility phantasms but they all failed…
Has anyone noticed magic bullet not landing even when you’re in range/facing the target? I’ve had two duels in the past two days where it just doesn’t hit and goes on full cd, and I’m 100% sure it should have hit.
I can confirm they have fixed “holding a bundle and spawning phantasms” for:
Defender
Disenchanter
But
I can confirm they have not fixed “holding a bundle and spawning clones / phantasms” for:
Decoy
Mirror Images
Part of it works now
Thanks guys all these issues that are bugs have been investigated and logged. Some of these will be seen fixed as soon as the feature build, others, awhile longer. Won’t have much time to continually update this thread but thanks for the visibility and persistence!
/thumbs up
-Tyler
Thanks for the response Powerr.
I have a question regarding your comment, “all these issues that are bugs have been investigated or logged.”
Would be possible for you to let us know which of the items in the list are indeed known bugs?
The documented items are there because it seems to us like functionality is impaired in some way. Some of them are obviously bugs, but others are not. It would be very helpful to know if some of these listed items are intended behavior so we can cease discussing them in a bug related context.
Thanks for the response Powerr.
I have a question regarding your comment, “all these issues that are bugs have been investigated or logged.”
Would be possible for you to let us know which of the items in the list are indeed known bugs?
The documented items are there because it seems to us like functionality is impaired in some way. Some of them are obviously bugs, but others are not. It would be very helpful to know if some of these listed items are intended behavior so we can cease discussing them in a bug related context.
4, 7, 8, 9, and 13 are not bugs, they are complaints. I’d love to see them changed, but there’s a big difference between a bug and a complaint.
Thanks guys all these issues that are bugs have been investigated and logged. Some of these will be seen fixed as soon as the feature build, others, awhile longer. Won’t have much time to continually update this thread but thanks for the visibility and persistence!
/thumbs up
-Tyler
Tyler, thank you very much for your post! A simple acknowledgment by the devs helps to ease tension a lot. If some of the bugfixes even make it to the next patch – great!
all these issues that are bugs
I always had a feeling I called the thread “broken skills”… Ah well I do agree that some points in the list may not be actual bugs, but as skcamow said, they are here because they feel like broken or too user-unfriendly. If after the patch devs are able to jump in and list things which are working fully as intented and will not be changed, that would be appreciated.
Thanks for the response Powerr.
I have a question regarding your comment, “all these issues that are bugs have been investigated or logged.”
Would be possible for you to let us know which of the items in the list are indeed known bugs?
The documented items are there because it seems to us like functionality is impaired in some way. Some of them are obviously bugs, but others are not. It would be very helpful to know if some of these listed items are intended behavior so we can cease discussing them in a bug related context.
4, 7, 8, 9, and 13 are not bugs, they are complaints. I’d love to see them changed, but there’s a big difference between a bug and a complaint.
Cannot completely agree with you.
Pyroatheist and skcamow – thanks again for testing IC and MS, I’ll put the new info in the first post today.
Honestly, what kills me the most out of all of this is the fact that mesmer is constantly nerfed, almost to the point of non-existence anymore, while bugs that have been around for a year or more sit idly ignored.
While I’m grateful that DE will not be nerfed in the upcoming “balance” just the mere thought that they think that mesmer needs more nerfing before fixing it to its proper status is ridiculous.
It truly makes me wonder if even bringing these up will only result in further nerfing and whether or not I should mention other bugs that I may be aware of…
I noticed IRouge was not mentioned, but it suffers from the same bug as IWarden, just stands there looking funny, really fun when you hoping it will rally you and you turn up “why did it not attack….” instead.
Also I can mention that I noticed feedback have an offset of 1 sec before it starts and before it ends
Cast feedback and dome appears, 1 sec later the feedback starts reflecting
Feedback dome disappear, 1 sec later the feedback stops reflecting.
I managed to get this feedback issue in LA when playing with twisted reavers, they have an obvious AoE instakill throw animation, really easy to test the offset delay since all the other attacks the reaver does is ranged and reflectable
Hope this get fixed too
(edited by Death Slayer.1468)
- #4 Temporal Curtain. This is a bug. The tooltip says: “Create a wall of energy that grants Swiftness to allies who cross it while crippling foes who touch it.” If I have swiftness and I cross the wall of energy, I am not granted swiftness. Thus, bug.
Yes, if it was an intended behavior the tooltip should say so. And even if it was intended, why does it have to be different from any other skill that grants swiftness? The swiftness boon’s tooltip itself says it can be stacked.
About IWarden issue.. one more to collection :P
- #4 Temporal Curtain. This is a bug. The tooltip says: “Create a wall of energy that grants Swiftness to allies who cross it while crippling foes who touch it.” If I have swiftness and I cross the wall of energy, I am not granted swiftness. Thus, bug. BTW, Wiki says that cripple cannot be evaded; if that is still correct, I should probably list it as well.
Tooltip inaccuracies are not the same things as bugs. We know that it’s not a bug, it’s working as intended. It’s not working how we would like it to be intended, but it is working as intended.
You can’t evade the cripple, that is accurate. You can’t evade the effects of any line aoe in the game, this includes spectral wall, line of warding, ring of warding, traited glamours, and temporal curtain (probably a few more I’ve forgotten).
- #9 Blink not blinking. This is a bug. The tooltip says: “Teleport to a target location.” The range indicator is green, I use the skill and I do not get teleported to target location. Thus, bug. The fact that this is not limited to mesmers is another story.
This is sorta a bug, but not entirely. The skill is working as intended, just they didn’t think to extend a check as to whether or not it can blink to a location into the reticule color.
- #13 Warden’s Feedback. The Warden reflecting past its animation is a bug. The extremely short Temporal Curtain is an annoyance, as we expect it to work as Wall of Reflect but instead it often fails to reflect grenades at point blank from large versions of grenadiers.
Yeah, the warden bit is a bug. I’m pretty sure it’s consistent with whirling defense as well.
- #25 Underwater Phantasms. This one as well is an annoyance and non-consistent behaviour (even though not in your list).
This is actually definitely a bug. Way long ago all phantasms used to be this way, and they changed it so that they require a target to actually cast, and they forgot that underwater combat is a thing in this game.
Phantasmal Rogue (Downed skill #3) is also extremely buggy. I would say it fails to attack 50% of the time. And considering how critical downed skills can be its very annoying.
For #22, I just made a specific new topic for this. Please also check out here:
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Long-Living-Portal-CD-Bug/first#post3744639
I can confirm they have fixed “holding a bundle and spawning phantasms” for:
Defender
DisenchanterBut
I can confirm they have not fixed “holding a bundle and spawning clones / phantasms” for:
Decoy
Mirror Images
Part of it works now
Ehm… I always thought that the problem was clones because they had to clone the bundle. Phantasms always have another weapons and thus should not have been affected in the first place. Or were they?
Also I can mention that I noticed feedback have an offset of 1 sec before it starts and before it ends
Cast feedback and dome appears, 1 sec later the feedback starts reflecting
Feedback dome disappear, 1 sec later the feedback stops reflecting.
I feel there are a lot of different problems with effect/visuals sync in the game. The scorches in Holo fight are an example of those; symbol of swiftness grants swiftness on last pulse when it has already disappeared; Warden’s feedback is out of sync as well. I’m not even sure whether it is a game bug or a client/server sync bug. I’ll try to test Feedback these days though.
Tooltip inaccuracies are not the same things as bugs. We know that it’s not a bug, it’s working as intended. It’s not working how we would like it to be intended, but it is working as intended.
Pyroatheist, I cannot really debate with you as long as we percept the completely opposite things as equally “evident” to us.
A bug is when something is not working as it is officially documented to work. The in-game documentation for a skill is its in-game tooltip; when skill is traited, trait in-game description takes priority, and tooltips (should and usually do) inherit changes.
Temporal Curtain’s tooltip says “grants swiftness, swiftness stacks duration”; it doesn’t grant swiftness and stack duration, thus the skill is bugged. Either the behaviour or the tooltip should be changed. Since we know how it used to work and we have our common sense, we understand that it’s the behaviour that got lazy-fixed and not the tooltip.
The reason to why the behaviour is bugged is similar to why pulsing Symbol of Swiftness may not grant swiftness.
How it works now:
How it should work:
That said, I clearly understand that if every AoE had this correct mechanics, the skill lag amounts would’ve skyrocketed. That’s why we have the current “lazy” pulse system. However, temporal curtain is not an AoE, and due to its specific mechanics, we still need ANet to implement a fix for it. Note to self: I should probably test the invis+veil thing.
This is actually definitely a bug. Way long ago all phantasms used to be this way, and they changed it so that they require a target to actually cast, and they forgot that underwater combat is a thing in this game.
See my previous definition of a bug. This is an annoyance and inconsistent behaviour. Since we never had an in-game description of where it should or should not get cast, we cannot say that it is a bug.
(edited by Lishtenbird.2814)
1. Fixed
2. Fixed feature build
3. Complicated, technically terrain related bugs. All classes have this issue to some extent.
4. Working as intended. Good topic for debate on changing in the future.
5. Deceptive evasion clones attack closest target, otherwise no repro.
6. Fixed some while after feature build “logged”
7. Fixed feature build
8. Intended, same reason as los…Counter-play.
9. Intended, follows standardized shadowstepping rules. No repro otherwise.
10. Fixed some while after feature build “logged”
11. Fixed some while after feature build “logged”
12. Intended. Those skills bounce to allies and only grant the POSITIVE effects “boons” its not attached to reflect. (Trick: use your reflect to grant extra bounces:D:D)
13. Fixed in feature build
14. Server-side, can’t fix at this time. “Lag related” Blame living world updates
15. Intended. This is how projectile/missile “tracking” works.
16. Fixed
17. Intended. All ranged and melee skills have a 15% buffer range to take account for tracking.
18. Fixed on feature build if not on live.
19/20 Intended. Shouldn’t be able to utilize both at the same time.
21. Globally intended. Buffer range.
22. Intended. Current trait system swaps to different versions of skills from traits, which can trigger weird recharge issues. Such as that one with glamour CD. I wanna say that bug is fixed in the feature build but it’s a weird repro.
23. Fixed some while after feature build “logged”
24. Some issues regarding this fixed in feature build
25. Intended
26. Fixed in feature build
27. Fixed in feature build
Hope that helps
-snip-
Greatly appreciated Tyler. I’m excited for that portal change.
Wow Thank you, Tyler!!
I will also extend appreciation (if you read this Powerr). I’m sure it didn’t take a short amount of time and the community really, really appreciates this feedback. Can’t state that enough.
Now, I’m extremely excited about the majority of these bugs getting fixed (illusionary elasticity for clones!!), but I’m a bit bummed about the MS/IC one. Not sure why you shouldn’t be able to have both traits affect the recharge of illusionary counter, when taking Blade Training and IC together lower the recharge of sword #4. Seems like a consistency issue there.
I guess beggars can’t be choosers (for today anyway) and I’m still in awe of your response.
WOW! color me amazed.
There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.
~posting from home, apologies.
There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.
~posting from home, apologies.
Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.
Respectfully, I believe you’re badly mistaken.
There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.
~posting from home, apologies.
Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.
Respectfully, I believe you’re badly mistaken.
I could be getting confused. This release has my brain on overload. I would think all the tooltips can’t comprehend double cooldown reduction in that case. So that being said, the stated cooldowns might all be incorrect in those circumstances but the recharges will still function at their correct values.
There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.
~posting from home, apologies.
Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.
Respectfully, I believe you’re badly mistaken.
I could be getting confused. This release has my brain on overload. I would think all the tooltips can’t comprehend double cooldown reduction in that case. So that being said, the stated cooldowns might all be incorrect in those circumstances but the recharges will still function at their correct values.
That is the case. The tooltips do not function with both cooldown reducers, but the actual cooldown ends up at a 40% reduction.
Thanks for the hard work you put into the releases though Tyler, and I think I speak for everyone here when I say that we really appreciate the communication you’ve given us.
There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.
Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.
Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.
There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.
Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.
Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.
This is a bug thread, not a whine and complain thread.
There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.
Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.
Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.
This is a bug thread, not a whine and complain thread.
To add to Pyro, take your concerns to the profession balance forum. Class swiftness/landspeed/mobility is a balance issue.
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